And? What kind of conclusion should we do?
As for me, shaders looks pretty similar on these screenshots.
Only differences I see:
1. MGE has a bloom.
2. Water color is different a bit because of sky reflection.

I'm pretty sure the depth of the water is used for something already (as at the very least it's something that needs to be known to get refraction right. If the effect isn't there, we do already have all the data we need to implement it.

I'm pretty sure the depth of the water is used for something already (as at the very least it's something that needs to be known to get refraction right. If the effect isn't there, we do already have all the data we need to implement it.

I also noticed something where water can look 'wavey' when it gets close to the shore... pulling back and coming ashore. I'm assuming this is a trick of the shader where parts goes invisible when coming into contact with a low-grade sloop. Maybe I got that wrong and there is in fact 'volume' to the shader or water plane where it ungulates.